Jun 19 2010, 06:35 PM
In the default XP Scripts, the view is 640 x 480, the size of a 25 x 10 map. What I want is that the view of the player is more zoomed, because in the default one it is too zoomed out.
Jun 20 2010, 02:07 AM
So... you want a lower resolution ? You can try this: Glitchfinder Resolution Demo.
Jun 20 2010, 08:24 AM
What I want is that the view is smaller
Jun 23 2010, 01:13 AM
Can you be a bit clearer? Do you want the player smaller? The window smaller? The map smaller?
Jun 23 2010, 04:03 AM
Are you meaning you'd like the view of the window to be that of 2k(3) where it's set at 320x240 keeping the 32x32 tiles?
Jun 23 2010, 05:25 AM
I think he wants to zoom in the map and character graphics. Since the Glitchfinder Resolution Demo uses a rewrite of the Tilemap class, you can do things like that with it.
Jun 23 2010, 05:28 AM
Ah I see, so does that script resize the graphics or would you then have to use 16x16 tiles? The bulk of text and the way that topic is set out is rather confusing as to how it actually works and shows more of what the final one looks like.
Jun 23 2010, 05:42 AM
I think what he wants is a smaller screen size at the same resolution, so that more emphasis is put on the character.
Jun 23 2010, 05:49 AM
You have a point, the instructions are not that straightfoward. I used it to switch to 800x600 resolution for my game so let me try to explain a little better:
- In the Custom Resolution Script section, you have various constants to configure (the Setup module). Set them to the appropriate resolution.
- Same thing with the Window Resolution Script section.
- In the Tilemap Class Rewrite, you can set the zoom of the tileset.
The main problem of this script it that the higher priority tiles are not displayed - unless you're using the new version of the Tilemap class which doesn't support zoom.
Jun 28 2010, 06:45 AM
Yeah, like Holder said I want the view to be smaller so that the character is not too far off, because in the original view, the character looks small.
And yeah, I would like the tile size remain 32 x 32, not smaller.
Jun 28 2010, 09:16 AM
Then you don't have much choice other to use this system and bear with its drawbacks.
Jun 28 2010, 10:35 AM
I wil think it, thanks very much to all the people that helped me.
Jun 28 2010, 03:05 PM
Okay since your only standing option at the moment has it's problems then I've got another idea about this. Though it would take some work rather than just adding a script.
You'd have to have a continuing show picture command running, depending on how good you are at graphics or can find someone that can then you can make a nice graphical border rather than a black blank space around the screen. Something like this which was done by DarkHalo might be a good reference point:http://www.rpgrevolution.com/forums/index....st&p=140653
Wow thought that would take quite some time to find XD I've got a weird memory sometimes.
Jun 29 2010, 03:01 AM
This is a good idea... it looks a little visual-novelish (is that even a word ?) and you could simply use bigger tilesets and character graphics. It involves a lot of work, but the resolution changer hits the engine limitations - I personally use it, but it cause so much problems that I think I'm going to swap my game development to XNA...
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